AdiutorCreature 5
Source Pathfinder Adventure Path: Hellbreakers
Perception +13 (greater darkvision)
Languages Common, Diabolic
Skills Athletics +12, Intimidation +14, Society +12, Stealth +15, Survival +12
Str +2, Dex +5, Con +2, Int +1, Wis +2, Cha +4
AC 21; Fort +12; Reflex +14; Will +10;
HP 72
Speed 25 feet
Weaknesses Holy 4
Resistances Fire 8
Flintlock Musket
+14 (+9, +4) to hit (concussive, fatal d10, reload 1, unholy) 1d6+3 PiercingBayonet
+14 (+10, +6) to hit (agile, finesse) 1d4+5 PiercingAvernian Armskote
An adiutor reloads by magically conjuring hellfire rounds crafted in the Fools' Citadels of Avernus. Their Strikes with their flintlock muskets are magical and deal an additional 2d6 fire damage.
Fiendish ReloadWhen the adiutor reloads their musket, they can cast Shield as part of the same action.
Punish the Wayward
(concentrate, divine, emotion, fear, flourish, mental)The adiutor makes a melee or ranged Strike. If this Strike succeeds, the targeted creature takes the normal damage and must additionally attempt a DC 22 will save.
Critical Success The creature suffers no additional effects.
Success The creature is Frightened 1.
Failure The creature is frightened 1. While it can see the adiutor, it can't reduce its frightened condition.
Critical Failure As failure, but the creature is also Off-Guard to the adiutor while frightened.
Divine Innate Spells (DC 22, +14 to hit)
Cantrips (3rd Level): Message, Shield
1st Level: Alarm, Bane
2nd Level: Dispel Magic, Revealing Light
3rd Level: Crisis of Faith
Adiutors, while nicknamed auxiliary devils, are not truly devils, but mortals invested with infernal power. These mortals gain a taste of Hell's might as rewards for their loyalty to the cause of tyranny and oppression. Hungry for power, an adiutor ruthlessly enforces Hell's will at any cost in hopes of fulfilling their fiendish ambitions. They're most commonly found in Cheliax and its territories due to the nation's relationship with the forces of Hell, serving as spies and informants for both the Thrunes and powerful devils invested in meddling with mortals.
While some adiutors climb the ranks of mortal society to become Hellknights and other supporters of tyranny, most have higher ambitions and desire to become devils themselves. To this end, they seek to serve more powerful devils and make deals that will benefit them so that they can ensure their transformation. There's nothing an adiutor despises more than their own mortalityโa sign of weakness, when beings like devils walk the Universe in their perfect Hellish vision.
Although they're most likely to be found in places or near people with existing links to Hell, adiutors can be found anywhere, quietly plotting to gain power and status so they can become the lieutenants of Hell they desire to be.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
DevilA family of fiends from Hell, most devils are irredeemably unholy. They typically have greater darkvision, immunity to fire, telepathy, and weakness to holy.
FiendCreatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
HumanA creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.